Go for the Throat. The bonemonger deals an extra 10 (3d6) damage when it hits a target with a bite attack and has advantage on the attack roll.
Insightful Telepathy. The bonemonger is constantly under the effects of the detect thoughts spell (save DC 14). As a bonus action, it can probe deeper into the mind of any creature it can detect in its lair. If the creature fails its saving throw, the bonemonger has advantage on attack rolls against that creature until the start of the bonemonger’s next turn.
Legendary Resistance (2/Day). If the bonemonger fails a saving throw, it can choose to succeed instead.
Osteomancer (Recharges after a Short or Long Rest). if the bonemonger would be reduced to 0 hit points, its current hit point total instead resets to 88 hit points, and it regains any expended uses of Legendary Resistance. Additionally, the bonemonger can now use the option in the “Mythic Actions” section for 1 hour. Award a party an additional 1,800 XP (2,900 XP total) for defeating the bonemonger after its Osteomancer activates.
Multiattack. The bonemonger makes one bite attack and uses Mi.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Mi. The bonemonger proclaims “Mi!” at one creature it can see that can hear it within 90 feet of it. The creature must succeed on a DC 13 Constitution saving throw or take 4 (1d8) thunder damage and 4 (1d8) psychic damage, and become frightened of the bonemonger until the end of the bonemonger’s next turn.
The bonemonger on can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bonemonger regains spent legendary actions at the start of its turn.
Grasping Bones. The bonemonger targets a surface within 60 feet of it, causing a skeletal limb to burst out and grasp at a creature within 5 feet of the surface. The creature must make a DC 13 Strength saving throw, taking 7 (2d6) slashing damage and becoming restrained until the end of the bonemonger’s next turn on a failure, or taking half as much damage and not being restrained on a success.
Springstrike. The bonemonger moves up to half its speed without provoking opportunity attacks and then makes one attack with its bite.
Animate Bones (Costs 2 Actions). The bonemonger animates bones it can see with 90 feet of it, creating a skeleton that follows the bonemonger’s telepathic commands.
If the bonemonger’s Osetomancer trait has activated in the last hour, it can use the option below as a legendary action.
Bonetide (Costs 2 Actions). A wave of animated bones ripples out from the bonemonger in either a 60-foot cone or 20-foot-radius sphere (bonemonger’s choice). Each other creature in the area must make a DC 13 Dexterity saving throw, taking 10 (3d6) slashing damage and being knocked prone on a failure, or taking half as much damage and not being knocked prone on a success.
Description
Little is known about astral hermits thanks to their propensity to set up shop in hard-to-reach locations. They are far-travelling aberrations, each developing extremely specific obsessions such as light, words, or bones. Astral hermits study their area of interest in meticulous detail, using it as a medium through which to learn more of the world.
Corporeal Forms. A male astral hermit is made up of two bodies: his heart and his hearth. An astral hermit’s hearth is a maze-like construction at the centre of which is a portal to the Astral Plane. The astral hermit’s heart is how he presents himself to the world. Usually, this is in a form that is inviting to creatures of that plane, a tactic which ensures plentiful trade.
Reproduction. Male and female astral hermits lead two very different existences. A male astral hermit’s hearth is his bower, and his heart can never travel further than a few hundred feet from it. The abundance and richness of its treasures (which to the common person may appear as worthless. relics) help to impress females of the species, which flit through the Astral Plane searching for portals into the hearth’s of other hermits. When a union is formed, eggs are produced and jettisoned into the astral expanse.
Crafters and Enchanters. Astral hermits are innately magical beings, able to imbue items or creatures with enchantments shaped by their subject of obsession. Unable to travel far from their hearths, astral hermits create reputations of skill with enchanting and use that as the currency with which they trade for relics that further fuel their obsession.
Bonemonger. The bonemonger’s obsession is bones. Fossilised, inscribed, splintered, or fresh, the bonemonger can read the history of every bone that passes him, learning much of the creatures to which they once belonged. The bonemonger has also learnt to animate these bones with his necromantic magic, allowing them to act as guards, workers, and scouts. The bonemonger chooses the form of a tiny white rabbit as his heart, an unassuming form that is nevertheless extremely deadly when threatened.
Lair and Lair Actions
The bonemonger’s lair is its hearth, a nacre-coated spiral, folding in on itself and distorting gravity so that down is always towards its centre. Bones adorn every surface, and can be animated to prevent intrusion by unfriendly folks. Trinkets for trade can be found among the bones, making a newly formed lair a veritable hoard. The area around a bonemonger’s lair becomes distorted by its aberrant magic, often mixing with the background magic of the plane on which it finds itself. The bonemonger’s predilection for anything osseous leads to a lair that animates bones in a variety of ways. Often, this mingling of magic results in the spontaneous formation of zones of retributive truth, areas that punish those who lie or fail to answer questions in a timely manner
Lair Actions While the bonemonger lives, he can invoke the ambient magic of his lair to take lair actions on initiative count 20 (losing initiative ties). The saving throw DCs and damage of the lair actions depend on the level at which you run the adventure, as shown in the Variable Lair Action Statistics table.
Hunt Level VDC VDam VDist
4th Level 12 3 (1d6) 20 feet
Bone Carapace. Up to three creatures of the bonemonger’s choice that are in his lair become encased in articulating bone armour, gaining temporary hit points equal to half of Vdam (minimum of 2). These temporary hit points are lost after 1 hour.
Probing Question. The bonemonger asks one creature in his lair that can hear him an insightful and thought-provoking question. If the creature doesn’t answer the question truthfully and out loud within 6 seconds (the end of its next turn, if in combat), the creature is flung up to Vdist in a direction of the bonemonger’s choice. Examples of possible questions
◊ What is your greatest fear? ◊ Who do you admire most and why? ◊ Do you have any biases for or against certain people? ◊ What is the biggest mistake you have ever made? ◊ What item in your possession do you care most about and why? ◊ How do you feel about keeping secrets from the rest of the party?
Tanglebones. Bones of all descriptions—spines, claws, and jaws—emerge from the floor, walls, and ceiling of the bonemonger’s lair. Until initiative count 20 on the following round, all surfaces in the lair become difficult terrain for creatures of the bonemonger’s choice. In addition, each creature of the bonemonger’s choice that is within 5 feet of a surface when this lair action occurs must make a Strength saving throw or become grappled by the bones (escape DC equals VDC), which have a reach of 5 feet.
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